Search found 56 matches

by AssaultRaven
Mon Nov 18, 2024 10:28 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 144
Views: 9737

Re: Ability to craft lower quality with higher quality

Sounds about right. Same way productivity is the same, however you distribute it. Except in the costs of the modules themselves, so certain steps are better. Not quite. Unlike with productivity, you can take quality a step further by having parallel production chains with quality modules that kick ...
by AssaultRaven
Sun Nov 10, 2024 9:22 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 144
Views: 9737

Re: Ability to craft lower quality with higher quality

Tinyboss wrote: ↑Sun Nov 10, 2024 9:04 pm
  • Nuclear reactors generate much more heat for the same fuel.
Is that so? The wiki describes their energy consumption as scaling directly to their increased power output.
by AssaultRaven
Sun Nov 10, 2024 7:18 pm
Forum: Ideas and Suggestions
Topic: Allow Quality Downgrade
Replies: 30
Views: 1942

Re: Allow Quality Downgrade

I'm confused. First, on the realism: you can't put a lower end processor in a higher-grade computer. If my i9 goes out, I can't just get a cheaper i7 to replace it with willy-nilly. That's how quality works--you're not trying to use a shiny electronics circuit in place of a dull one, you're trying ...
by AssaultRaven
Wed Nov 06, 2024 9:51 pm
Forum: Ideas and Suggestions
Topic: Allow Quality Downgrade
Replies: 30
Views: 1942

Re: Allow Quality Downgrade

You're not actually making it worse, just pretending its worse for the sake of shoving it into lower-quality recipes. That's why I've used "down-binning" instead of "down-grading" when talking about this subject. But, requiring the player to explicitly and deliberately lose an it...
by AssaultRaven
Fri Nov 01, 2024 7:24 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 144
Views: 9737

Re: Ability to craft lower quality with higher quality

This is in practice worse then the current situation, because it will be way harder for players unfamiliar with the quality system to learn when they're using it wrong. Quality that mysteriously disappears is much harder to spot then quality that clogs up your production line. To clarify, I'm think...
by AssaultRaven
Fri Nov 01, 2024 5:15 pm
Forum: Ideas and Suggestions
Topic: Allow Quality Downgrade
Replies: 30
Views: 1942

Re: Allow Quality Downgrade

I've created a proof-of-concept mod that implements down-grading (down-binning) with chests and scripting.
by AssaultRaven
Fri Nov 01, 2024 5:08 pm
Forum: Mods
Topic: [MOD 2.0] Quality Down-Binning
Replies: 0
Views: 263

[MOD 2.0] Quality Down-Binning

https://mods.factorio.com/mod/quality-down-binning Trying for Rare's but getting your smelters clogged up with Uncommons, that you can't even throw into infinite technologies because you don't have an entire duplicate factory for Uncommon inputs? Then this mod is the solution for you! Take after the...
by AssaultRaven
Thu Oct 31, 2024 3:30 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 144
Views: 9737

Re: Ability to craft lower quality with higher quality

Rather than allowing higher quality items as inputs, I think it would make more sense to be able to down- bin excess items of a given quality by turning them into a lower quality. This is directly analogous to how excess high-quality items are handled in real-world manufacturing, which is to simply ...
by AssaultRaven
Fri Sep 28, 2018 5:52 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 57957

Re: Friday Facts #262 - Hello my name is: Compilatron

Another way the Compilatron helps us keep the immersion intact is as a plot agent. Currently campaign plot events just 'happen' when objectives are completed, or when characters internal monologue decides the next move. Now we can have Compilatron act as a driving force to the campaign, it gives th...
by AssaultRaven
Fri Mar 16, 2018 9:15 pm
Forum: News
Topic: Friday Facts #234 - Office pictures
Replies: 79
Views: 38535

Re: Friday Facts #234 - Office pictures

Holy frack, that commentator's new follower animation is obnoxious.
by AssaultRaven
Fri Feb 02, 2018 11:33 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 83976

Re: Friday Facts #228 - High resolution turrets

Wait - this update to lasers is potentially huge - will they deal their damage 'continuously' or still deal damage as more discrete pulses? If this becomes continuous, then laser shooting speed will go away and lasers will essentially no longer have any overkill, which is effectively a huge buff. T...
by AssaultRaven
Sat Nov 04, 2017 1:25 am
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 49181

Re: Friday Facts #215 - Multithreading issues

I feel like once the game is released, (and i know this has been mentioned before, but tentatively) the devs should really consider open sourcing the code. Because there are some very enthusiastic and talented people out here that might actually be able to take the time to go through and figure thi...
by AssaultRaven
Fri Aug 18, 2017 6:33 pm
Forum: News
Topic: Friday Facts #204 - Another day, another optimisation
Replies: 93
Views: 43750

Re: Friday Facts #204 - Another day, another optimisation

pleegwat wrote:A linked list of multiply-inheriting classes? I'd have expected an array of structs.
I'm surprised to. I'd have expected C++ to handle virtual function calls and inheritance at compile-time, but apparently things are setup so that some of the required class structure isn't known until run-time?
by AssaultRaven
Sat Mar 11, 2017 5:04 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 41481

Re: Friday Facts #181 - Calm before the storm

I reiterate my previous concern about the pump graphic redesign: by appearance, the new design makes them look like positive displacement pumps, but fluid mechanics currently treats them like centrifugal pumps. If you're going to combine the two, then the pump animation should at least slow down to ...
by AssaultRaven
Sun Feb 19, 2017 6:40 am
Forum: News
Topic: Friday Facts #178 - Minimal mode and Mini-tutorials
Replies: 43
Views: 25584

Re: Friday Facts #178 - Minimal mode and Mini-tutorials

Do mods have to be loaded at game start? I've always thought it would be nice if they could be selected and loaded on a per-save basis, so that you don't have to mess with files just to go from one multiplayer server to another.
by AssaultRaven
Sat Feb 11, 2017 3:00 pm
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 56824

Re: Friday Facts #177 - Difficulty settings

I feel like 0.15 might be something like this: New gameplay features: 1200 programmer hours Troubleshooting those features: 2400 programmer hours Performance: 1000 programmer hours Misc. crash and hang bugs: 400 programmer hours HD textures: 0 programmer hours Speaker: 25 programmer minutes You peop...
by AssaultRaven
Mon Feb 06, 2017 4:01 am
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 43722

Re: Version 0.14.22

Seems to have gone away, even with the factory in high production. Β―\_(ツ)_/Β―
by AssaultRaven
Sun Feb 05, 2017 1:01 am
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 43722

Re: Version 0.14.22

I seem to have some intermittent slowdowns that weren't happening before. Every so often, the game will slow down to about half speed for a second. I'm playing the same save as before, when this didn't happen. Also, before, my factory was running at full tilt. Right now, when these slowdowns are ha...
by AssaultRaven
Sat Feb 04, 2017 4:18 pm
Forum: Releases
Topic: Version 0.14.22
Replies: 35
Views: 43722

Re: Version 0.14.22

I seem to have some intermittent slowdowns that weren't happening before. Every so often, the game will slow down to about half speed for a second. I'm playing the same save as before, when this didn't happen. Also, before, my factory was running at full tilt. Right now, when these slowdowns are hap...
by AssaultRaven
Sat Feb 04, 2017 10:22 am
Forum: News
Topic: Friday Facts #176 - Belts optimization for 0.15
Replies: 101
Views: 51966

Re: Friday Facts #176 - Belts optimization for 0.15

Hope not. I don't want performance issues to be governing how factories look. Unfortunately, I feel like this game is always going to be CPU-bound, and there will always be strategies for players to reduce CPU. It's mostly a question of when the limit is reached. If 99% of players never have to thi...

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